This intention of this guide is for the benefit of existing Jedi, it is meant to help Jedi understand how their ‘profession’ works and the details surrounding it. (FYI, the guide has now been moved down to the following post, so Jedi should just skip past this part to get to the guide.)

This guide is not meant to cover the process of ‘unlocking’ your Jedi character! It will not cover how to become “glowy” or the village of Aurilia and its Force Sensitive quests. I have written another guide that covers the entire new path to becoming a Jedi, which can be found here:

Surveying (surveying +20): Increases surveying range. Can be used by Jedi (64x64), but not much point.

Persuasion (persuasion +20): Lower cost of skill training and appear aligned to any faction (better chance to pass contraband scans). Unknown if this would serve Jedi any purpose, description is kind of vague.

The Second Gen Double-Bladed requirements for the Activator Mechanism (42x Non-Ferrous Metal) and the Handgrip (20x Inert Petrochemical) seem reversed when compared to the other generations of Double-Bladed sabers.

The requirements for the First Generation One-Handed and Two-Handed Lightsabers are different, while all other generations of the two sabers have the exact same requirements. Shouldn’t they be the same also, since they are basically the exact same hilt?

The Third and Fourth Generations of the Double-Bladed Lightsaber have the exact same requirement for the Emitter Shroud as the One-Handed and the Two-Handed Lightsabers, shouldn’t it require slightly more resources (based on the first two generations)?

Not to be too nit-picky, but shouldn’t all generations of the Double-Bladed Lightsaber require two Focusing Crystals?

SECTION 4: LIGHTSABER SPECIALSPlease note that this is information is from an old source and needs to be updated... any help would be much appreciated.

Transfer Force______________200__Donates 200 FP from yourself to another Jedi

SECTION 6: JEDI SKILL MODS EXPLANATIONS

Force Power MaxThe size of your overall Force power pool, of which all Lightsaber specials, Force powers, and Crystal/Pearl tunings draw upon.

When this pool is emptied you will no longer be able to use these abilities until it regenerates enough. The only methods of refilling the Force power bar are regeneration, using Force Meditation to increase the regeneration rate (by three times), using Channel Force, someone using Transfer Force on you, and using a Holocron.

Force Power RegenerationThe amount of Force power that you will regenerate over a ten second period.

This amount is not regenerated all at once, but rather in “ticks” over the ten seconds in intervals. The ticks are always at 5 (or 6 in the case of decimals) Force power each and the number of ticks is determined by the Force Power Regeneration mod divided by 5 (tick amount). The tick interval is calculated by dividing the 10 second regeneration time by the number of ticks required. For example, if your Force Power Regeneration was 26 that would mean that the number ticks per 10 seconds would be 5.2 (26 / 5), resulting in each tick occurring every 1.9 seconds (10 / 5.2). So overall you would regenerate 26 Force power every 10 seconds, but in actuality you would be regenerating 5 Force power every 1.9 seconds.

To determine the amount of time (in seconds) that it will take to regenerate your entire Force bar, you divide your Force Power Max value by the amount of Force that you would regen every second (Force Power Regeneration divided by 10 seconds). For example, if your Force Power Max was 7200 and your Force Power Regeneration was 74 it would take you 973 seconds (16.2 minutes) to regenerate your entire Force power bar (7200 / (74 / 10)).

Note: Force Meditate increases your Force Power Regeneration by three times. So, for example, if your Force Power Regeneration was 74 it would be considered 222 (Regeneration x 3) while using Force Meditate.

Lightsaber BlockPercentage chance to block a ranged attack with your Lightsaber (must have a Lightsaber equipped).

This is a direct percentage. For example, if your Lightsaber Block was 60 you would essentially have a 60% chance of blocking a ranged attack. Note that it only works against ranged attacks, melee attacks are not affected. Also, Intimidation and Stun status effects are rumored to lower the effectiveness of the block.

This is a direct percentage reduction. For example, if your Lightsaber Toughness was 55 you would receive 55% less damage from an attack (attack damage x ((100 - 55) / 100)). Note that it only works against melee attacks, ranged attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).

Note that there is always a 5% chance of a critical fail even with a Lightsaber Assembly of 100%.

Lightsaber ExperimentationThe amount of experimentation points you will receive while constructing a Lightsaber.

Divide the Lightsaber Experimentation value by 10 to determine the exact number of points, rounding down. For example, a value of 75 would mean 7 experimentation points (75 / 10). Note that experimentation points are only usable while constructing a Lightsaber in front of a Weapon, Droid and General Item Crafting Station (public or private).

One-handed Lightsaber AccuracyChances of successfully hitting a target with a One-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a One-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Two-handed Lightsaber AccuracyChances of successfully hitting a target with a Two-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Two-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Double-Bladed Lightsaber AccuracyChances of successfully hitting a target with a Double-Bladed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Double-Bladed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Melee DefenseDetermines how difficult you are to hit with melee attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against melee attacks, ranged attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Melee Defense by half.

Ranged DefenseDetermines how difficult you are to hit with ranged attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against ranged attacks, melee attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Ranged Defense by half.

Force DefenseDetermines how difficult you are to hit with Force Power attacks.

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against Force Power attacks. Unknown if the Stun status effect has any affect on Force Defense.

Jedi State DefensePercentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: Jedi State Defenses do not stack on top of other state defenses (for example, Defense vs. Stun and Force Resist States). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

This is a direct percentage reduction. For example, if your Jedi Toughness was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against both melee and ranged attacks. However, Lightsaber attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).

Force Intimidate AccuracyChances of successfully hitting a target with a Force Intimidate power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Intimidate). Unknown if the Blind status affect will lower your accuracy.

Force Knockdown AccuracyChances of successfully hitting a target with a Force Knockdown power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Knockdown). Unknown if the Blind status affect will lower your accuracy.

Note: It’s believed that the accuracy for Force Knockdown is currently broken, as they miss a lot.

Force Lightning AccuracyChances of successfully hitting a target with a Force Lightning power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Force Throw AccuracyChances of successfully hitting a target with a Force Throw power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Force Weaken AccuracyChances of successfully hitting a target with a Force Weaken power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Mind Blast AccuracyChances of successfully hitting a target with a Mind Blast power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Dizzy). Unknown if the Blind status affect will lower your accuracy.

Force ChokeThe number of times (“ticks”) that a target will be choked when hit by a successful Force Choke attack.

Avoid IncapIndicates that the Avoid Incapacitation power is active.

Force AbsorbIndicates that the Force Absorb power is active.

Force FeedbackPercentage damage reflected back to the attacker when hit by a Force Power attack.

This is a direct percentage reflected back. For example, if your Force Feedback mod was 65 you would reflect back 65% damage from a Force Power attack (attack damage x ((100 - 45) / 100)) to your attacker.

The default mod when using Force Feedback 1 is +65 and for Force Feedback 2 is +95. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

This is a direct percentage reduction. For example, if your Force Armor was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against melee, ranged, and Lightsaber attacks.

Also note that different toughness types are not additive (eg Lightsaber Tough and Force Armor), they are multiplicative. For example, a Lightsaber Toughness of 55 and a Force Armor of 45 would equal a combined toughness of 75% (((100 - 55) / 100) x ((100 - 45) / 100)).

The default mod when using Force Armor 1 is +25 and for Force Armor 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

This is a direct percentage reduction. For example, if your Force Shield was 25 you would receive 25% less damage from an attack (attack damage x ((100 - 25) / 100)). Note that it only works against Force Power attacks and not melee, ranged, or Lightsaber attacks.

The default mod when using Force Shield 1 is +25 and for Force Shield 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Bleeding ResistancePercentage chance of resisting a Bleeding DoT.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Bleeding AbsorptionReduces the length of time that a Bleeding DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Disease ResistancePercentage chance of resisting a Disease DoT.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Disease AbsorptionReduces the length of time that a Disease DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Poison ResistancePercentage chance of resisting a Poison DoT.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Poison AbsorptionReduces the length of time that a Poison DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

States ResistancePercentage chance of resisting a status effect.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

The default mod when using Force Resist States is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Force RunIndicates which level of the Force Run power that is active (1, 2, or 3).

Note: All offensive damage is reduced by 95% while using Force Run 2 or 3 (currently normal weapons are not reduced though).

The formula for determining attack speed is the combat haste modifier multiplied by the profession’s weapon speed percentage decrease multiplied by the equipped weapon’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Combat Haste of 25, a Two-handed Lightsaber Speed of 30, and were using a Lightsaber with a speed of 5.0 your attack speed would be 2.625 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 7.875 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

The default mod when using Force Speed 1 is +15 and for Force Speed 2 is +25. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Wild spawns all over Dathomir (especially near the Nightsister Stronghold)

Static spawns at the Nightsister Stronghold (up top in huts)

? respawn timer

13) Kiin'Dray x1

Dathomir

Boss of Nightspider Clan Cave

Appears after killing the Reclusive Cavern Spider Queen

Spider Queen has a 2 hour respawn timer

14) Giant Canyon Krayt x1

Tatooine

Wild spawns (no lair)

Found in and around the Krayt Graveyard

Note: This appears to always be the last mission of the Knight Trials.

Jedi Knight Trials Complete!

Granted the "Jedi Knight" or "Dark Jedi Knight" title.

Made permanetly overt (you can not go covert again).

Entered into the Force Ranking System and granted access to your side's Enclave.

SECTION 9: FRS ADVANCEMENT

QUOTE (JustG from the FRS designer):In order to advance the player must first acquire the appropriate amount of experience. This experience is granted through PVP actions. The experience can also be lost through PVP defeats as well as not performing prescribed. Only Jedi within the FRS may earn or lose this PVP experience. Same-side PvP will generally not yield any XP exchange between players. The only exceptions are XP exchange as a result of either a dark side arena challenge or a dark side pvp "condition" – "petitioner sudden death" for instance. I.e. if two same-ranked petitioners in the force rankings kill one another, they should exchange XP.

Once the experience costs have been met, the player is eligible for advancement into the next higher Rank. Whenever an open slot becomes available for a Rank in which that player meets the requirements, he may petition for it. After 1day of open petitioning, every existing member within the Tier that is granting the advancement (with the exception of those petitioning) have 1 day to vote on their selection. Open petitioning is the phase of voting during which players interested in advancing, "put their names into the hat". After the petitioning phase, voting starts. Voting simply consists of indicating which player you think should get the spot. There are no "against" votes, only "for" votes. Think "tick marks". Votes within the rank of advancement count double. The player with the most votes is given 1 day to accept the promotion via the voting terminal. If he does not accept within the one day, his win is nullified and a new round of petitioning begins. In the advent of ties, the winner is randomly selected. If there is more than one seat open at the close of voting, the top vote getters each receive a chance to accept the promotion. In the advent that no seats are available at the voting close (someone was demoted into that slot), the highest vote getter is recorded. Once a slot is freed, he may immediately accept the promotion without further voting provided that he still meets eligibility for the new rank.

Within the Dark Rankings, this petitioning for a new Rank enables PvP among all candidates of also seeking that same position. If a Jedi slain by a rival candidate during this time, he is removed from the vote. All votes on him are transferred to the victor.

All Dark Jedi PvP conditions (currently the only condition active in the system is the "Petitioner Sudden Death" condition, mentioned above in connection with the voting system) are registered in the enclave. When a player comes online, the player object queries the enclave for his/her "PvP Condition Enemies". The player then activates a "permanent" enemy flag against all enemies returned from the enclave. Whenever a PvP condition starts, all players are currently notified via system messages that explain which player/group they are enemies with.

In the case of the "sudden death" pvp action, if a dark jedi is slain by a fellow petitioner, all votes that the loser has accumulated will be distributed amongst all of the fellow petitioners who were involved in the players death. It is possible (known, shippable issue) that a perma enemy flag persists beyond the expiration of the PvP condition. This can occur if a PvP conditions expires (i.e. voting concludes, in this case) while the players are online. If the Jedi choose to kill each other after the condition has expired, but they are still flagged, they will neither gain nor lose Jedi XP for that kill/death. This is an issue we hope to be able to resolve in the future.

When a player advances to a new Rank, he automatically gains the corresponding skill box, receiving all of its benefits.

Example:

Player A is of Rank II. He has 30,000 experience and is therefore eligible to advance to Rank III. When an opening within Rank III is created, he petitions for it. Two other players within his Rank do likewise. After 1 day, the voting begins. Every player in the first Tier (Ranks I, II, III, and IV) is able to vote. Since this is a promotion into Rank III, the votes of the players in this Rank are doubled. If Player A receives more votes than any other player he is eligible for promotion. If he accepts this promotion from the voting terminal during the "Acceptance" phase, the Rank III skill is automatically granted to him, along with any abilities it contains.

Players will receive email notifications in regards to voting issues.

Update: Addition to the Light Side FRS advancement opportunities

A new system in the Light Side FRS that enables a Jedi, at the cost of Force Rank XP, to issue a No-Confidence Challenge against a member one rank above their own. Everyone at the challenged rank and lower can vote. If 2/3 of the votes are for the challenge, that player is reduced by one rank, opening it up for a new petitioner. This is similar to the Dark Side’s Arena Challenge system, but with a Light Side twist, providing a chance for ranked Jedi to progress once the upper ranks become bloated.

Nothing happens to the challenger if the vote fails (of course, the challenged player may want a little revenge). A player can only issue one challenge a week and it costs 2000 experience regardless of the outcome. Also, if a player is demoted and the lower rank is full, the system will make “room” for them by temporarily overloading that rank.

SECTION 10: FORCE RANKING MODS

Force Control: Increases the strength of any healing or enhancement effects.Force Manipulation: Increases the efficiency of any Force ability.Force Power: Increases the strength of any offensive Force attack.

(Note: all Force Control (CNTRL), Force Manipulation (MANIP), and Force Power (POWER) mods listed are cumulative.)

Light Force Rankings

NAME___________RANK___FRS_XP____MAINT____CAP__CNTRL__MANIP__POWER

Rank Member_______0________0________0____n/a______5______5______4

Sentinel I________1___10,000______100_____10_____10______8______6

Sentinel II_______2___20,000______200_____10_____15_____12______8

Sentinel III______3___30,000______300_____10_____20_____16_____10

Sentinel IV_______4___40,000______400_____10_____25_____20_____12

Consular I________5___60,000______500______9_____35_____25_____15

Consular II_______6___80,000______600______9_____45_____30_____20

Consular III______7__100,000______700______9_____55_____35_____25

Arbiter I_________8__150,000______800______8_____70_____45_____35

Arbiter II________9__200,000______900______8_____85_____55_____45

Council Member___10__300,000____1,000_____11____100_____65_____60

Council Leader___11__500,000____1,100______1____120_____80_____75

Dark Force Rankings

NAME___________RANK___FRS_XP____MAINT____CAP__CNTRL__MANIP__POWER

Rank Member_______0________0________0____n/a______4______5______5

Enforcer I________1___10,000______100_____10______6______8_____10

Enforcer II_______2___20,000______200_____10______8_____12_____15

Enforcer III______3___30,000______300_____10_____10_____16_____20

Enforcer IV_______4___40,000______400_____10_____12_____20_____25

Templar I_________5___60,000______500______9_____15_____25_____35

Templar II________6___80,000______600______9_____20_____30_____45

Templar III_______7__100,000______700______9_____25_____35_____55

Oppressor I_______8__150,000______800______8_____35_____45_____70

Oppressor II______9__200,000______900______8_____45_____55_____85

Council Member___10__300,000____1,000_____11_____60_____65____100

Council Leader___11__500,000____1,100______1_____75_____80____120

SECTION 11: COMPLIMENTARY REGULAR SKILLS

Certain regular professions lend themselves extremely well to a levelling Jedi. Below are some of the more notable ones:

Brawler:Novice (15sp)Benefits: Intimidate, Taunt, and Berserk.Comment: Great abilities to have for an up-and-coming Jedi.

TKA:Master (92sp)Benefits: All of the above, plus great defenses and the ability to immediately put up a good offense in tough situations.Comment: Really nice, especially the look on the BH/melee mixers' faces when you switch to TKA. Also cool if you run out of force power and need to keep fighting, the unarmed toughness helps a lot too.

Smuggler:0010 (69sp)Benefits: Intimidate, Taunt, Berserk, and FEIGN DEATH!Comment: It doesn't take a rocket scientist to see how useful FD would be to a profession where every death counts...

Medic:2040 (34sp)Benefits: Use Stim D's or E's to heal a large amount of Health and Action, plus can use First Aid to stop bleeding.Comment: Who doesn't need to heal? Get more of the First Aid and Diagnostics lines if you have the skill points, not much reason to master it tho.

Doctor:4440 (125sp)Benefits: Stim E's, Buffs, and cure states/bleed/poison/disease/fire!Comment: Awesome stuff! Master Doc if you have the spare points, but not necessary.

Entertainer:Novice (15sp)Benefits: Heal your own Battle Fatigue.Comment: Pretty useless, especially at this low level. Grab more Entertainer, or even some Musician or Dancer if you have the spare skill points (and you want to devote them to something so marginally useful).

Bounter Hunter:3000 (172sp)Benefits: Check the BH Terminals to see if you're on them (and, uh, make money off yourself? lol).Comment: Really not worth the skill points, unless you're really paranoid. It'd be funny to see the looks on the other BH's around a terminal when they find your name on it and you're standing right there (if they even noticed).

Creature Handler:Master (106sp)Benefits: Control up to 3 BE super creatures.Comment: Nice tanking, your three creatures plus yourself equals a nice ganking squad for any BH's that happen along. Plus you can have an indestructible and powerful mount for getaways.

Neutral BH vsImp BH Reb BH Neutral BHReb Groupies no GTEF no GTEF no GTEFImp Groupies no GTEF no GTEF no GTEFNeutral Groupies no GTEF no GTEF no GTEF

Thanks goes to BHM (aka Andros Celsum) for supplying this summary of the Group TEF rules.

Please note that there are further, more complicated, rules to GTEF, but I'm only trying to provide a simple overview here. Other things to be aware of are special rules pertaining to Player Cities and Militia members. Also, Healing TEF's and area attacks are another example as well.

SECTION 14: NOTES

General:

Light Enclave: Yavin IV (-5575, 4905)

Dark Enclave: Yavin IV (5079, 305)

If you clone at a Force Shrine you will incurr 100 wounds to each primary bar (Health/Action/Mind) and 100 battle fatigue.

The Jedi TEF system is gone. You will no longer receive a TEF for using your lightsaber or force powers. However, if you choose to join the Rebellion or Empire you can still receive factional TEF's the same way other players can.

To start the Knight Trials you must kneel in front of your Force Shrine (on the planet you were told to go to), click on the urn, and select "Meditate" from the radial menu.

You can see the PvP Rank of yourself or another player by using "/showPvPRank". It seems that this value determines how much Rank XP you can receive from an individual for DB'ing them.

To see the current ranks of the FRS Jedi on your side (once becoming a Knight) you can use "/showCouncilRank".

On TC you could use /restartConversion to go back to the initial point when you converted and re-pick your skills (all progress since then will be lost tho). Unknown if this will be actived on Live.

Reportedly, the "Jedi Master" title is gained by reaching rank 8 (Arbiter/Oppressor) in the FRS.

Force Rank experience can only be gained by killing other opposing side Jedi. Normal players will yield 0 FR XP (but you still lose FR XP if killed by them). The only exception to this is Master Bounty Hunters, FR XP can be gained by killing them as well.

Jedi can now use Holocrons to completely refill their Force power! They can be used in or out of battle and Light or Sith Holocrons can both be used (despite allegiance). Once used, the Holocron will disappear from your inventory and you can’t use another one for 23 hours (the next day).

The list used to track Jedi and Bounty Hunters killed to gain Force Rank XP has now been improved and will no longer reset after logging out. If Force Rank XP was gained from killing a Jedi or Bounty Hunter, then that same individual will not grant more XP if killed again until they have been removed from the list. Individuals are removed from the list by either “bumping” them off it from killing a number of other Jedi/BH’s or the list will expire after 3 days of not killing any other Jedi/BH’s.

Re-rolling: The second slot (non-Jedi character) is tied to your slot with the Jedi character. As long as you have a slot with a Jedi character the other slot can be re-rolled (delete the character and create a new one) as many times as you want. However, you can never re-roll your Jedi character though, that is unless you make the character on your other slot also a Jedi as well, at which point your could re-roll your first Jedi character (but it would not be re-rolled as a Jedi). If you need further clarifications on this please feel free to PM me.

Formulas:

Force Regen Time = (max / (regen / 10 sec)) / 60 sec/min

Force Meditate Regen Time = regen x 3 (or force regen time / 3)

As your regen rating gets higher your ticks get faster. The amount regen'd per tick is always about 5-6 force. The formula to figure out the regen tick time is:regen tick time = (regen per tick x regen time span) / regen rate

Jedi Attack Modifier = 1.5

Base Attack Speed = ((100 - speed mod) / 100) x weapon speed

Special Attack Speed = base attack speed x special move speed

FRS Maintenance Cost = rank x 100

Force Armor 1 Force Cost = 0.5 x damage absorbed

Force Armor 2 Force Cost = 0.3 x damage absorbed

Jedi Abilities:

In order to get the +10 regen bonus from Jedi Robes you must have the robe equipped and a lightsaber equipped.

Jedi Toughness does not work against Lightsabers.

Reportedly (from the devs), Jedi Toughness effectiveness is reduced when combined with Lightsaber Toughness. However, effectiveness should be the following when combined:

55 LS Tough + 0 Jedi Tough = 55.00% reduction

55 LS Tough + 13 Jedi Tough = 60.85% reduction

55 LS Tough + 21 Jedi Tough = 64.45% reduction

55 LS Tough + 45 Jedi Tough = 75.25% reduction

40 LS Tough + 21 Jedi Tough = 52.60% reduction

40 LS Tough + 45 Jedi Tough = 67.00% reduction

Force Armor and Shield will drain force for every hit you take while they are activated based on how much damage they absorb.

You must use "Peace" after using Animal Calm for it to work.

Animal Attack is an awesome ability. You can use it to turn any creature against your current combat target (the one you're actively engaged with), even if that creature is currently attacking you! Also, it can be used on as many creatures at a time as you want. For example, I was able to use this to get an entire herd of Brackasets to attack their own lair, it was hillarious! The possibilities for this ability are only limited by your own deviousness...

Jedi Mind Trick does not remove a PCD (Pet Control Device) from the owner's inventory, it just causes the targeted 'pet' to turn back into its 'wild version', attacking anybody nearby if it's aggressive. Note that it doesn't have any affect on droids or an AT-ST.

Avoid Incapacitation lasts for 30 seconds from use and makes it so that you can not be incapped while it lasts. It can be stacked and can also be used while KD/Dizzied.

Regain Consciousness allows you to self-rez after being DB’d. However, you suffer from one minute of grogginess afterwards (no actions can be taken) and your force regen will be halved for 30 minutes. You lose 50K Jedi XP when using this move (plus the appropriate FR XP loss), but it still beats -200K XP. Unknown how long after death that it can be effectively used, I've waited 6 full minutes and still have been able to use it.

Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied.

Damage output is greatly reduced for Jedi when using Force Run 2 and 3 (but not from Force Run 1).

Total Heal Other and Heal States Other can be used to ‘remove’ Feign Death from a target, cancelling it out.

You must have at least two level 4 boxes in Jedi skills (so 2/2/2/2 across the Jedi skills won't allow you to "quickly" enter the FRS).

You must spend a certain amount of skill points on Jedi skills. Current reports from those that have qualified indicates that you must have at least 230 points spent on Jedi skills (includes FS skills). Note that as long as you meet this requirement you can spend the remaining 20 skill points on whatever other skills you want, even regular skills (such as Novice Brawler).

The purpose of the having these 20 skill points open is to allow you to modify your template after entering the FRS, if you so desire.

You cannot fall below Rank 0 or get "kicked out" of the FRS.

If you want to switch sides after joining the FRS or while doing the Knight Trials you must drop out of the FRS and start the Knight Trials again.

If you decide to leave the FRS you will retain the Knight title, but obviously lose the additional skill mods and the ability to wear the Knight robes. Note that if you decide you want to enter the FRS again you must redo the entire Knight Trials.

To leave the FRS you must drop all of your Force Ranking boxes in the skill sheet.

Faction:

Padawan are considered Neutral by default now. However, they can choose to join either faction and function exactly the same as a regular player factional member (including the use of faction pets).

Jedi that complete the Knight Trials will be permently overt, Light Jedi Knights will be Rebels and Dark Jedi Knights will be Imperials. This choice is made while doing the trials.

Visibility:

You gain visibility by equipping a lightsaber, initiating combat with a lightsaber, and using any Jedi-related skills that consume Force power within range of other players or NPC's. You will gain a little at a time for using it in front of a few people. Do it in front of a lot of people (like in a starport) and you will almost immediately appear on the BH Terminals.

The range for visibility is 32 meters. Performing any of the above acts in front of PC/NPC’s within that range will increase your visibility.

It is unknown if you gain visibility for just having a lightsaber or robe equipped.

It is also unknown if you gain visibility only upon using a force power or if having a latent Force power active in front of others (such as Force Run or Force Armor) will gain you visibility as well.

It is rumoured that only NPC's that you can loot credits off of will count towards gaining visibility (but they all seem to drop credits now after publish 10.2).

The increase to a Jedi's Visibility Value (JVV) is determined as follows:

An opposing faction member who views this action will add the full value of the action to the Jedi Visibility Value.

A Neutral PC or non-animal NPC will increase the JVV by 50 percent of the action's Jedi Visibility Modifier.

A same-faction PC or non-animal NPC will increase the JVV by 25 percent of the action's Jedi Visibility Modifier.

Being grouped with a PC or non-animal NPC who is viewing this action has no influence on how Jedi Visibility is obtained. In other words, group members will still increase your visibility regardless.

Note that for Neutral Jedi everyone else is considered Neutral when calculating the increase to visibility. No one is considered to be of an allied or opposing faction and will always increase the JVV by 50 percent of the action’s Jedi Visibility Modifier.

Visibility decays over time, taking three weeks to decay fully.

Bounty Hunter Missions:

Once you have gained enough visibility you will appear on the Bounty Hunter Terminals, where any number of BH's can pick up the mission and try to hunt you down to kill you.

Bounty Hunters with a mission will gain a BH TEF that allows them (and anyone in their group if you attack back) to freely attack the Jedi that they have a mission for.

If the BH kills you he will complete the mission and receive the reward. Your Visibility should be reset after this.

If you kill the BH, then him and any other BH’s will fail the mission and lose the BH TEF on you. However, your Visibility will still remain the same though.

Jedi must deathblow BH’s in order to make them fail their mission.

There are currently many problems with BH Jedi Missions, such as everyone in a BH's group getting a TEF on a Jedi, the BH TEF not clearing after killing the Jedi, triple incapping a Jedi to avoid losing the BH TEF, and so on...

Death Penalty:

Upon death Jedi now suffer Jedi XP loss.

If you clone you will lose an amount of Jedi XP based on your skill level:

-4,500 XP if you are only a Jedi Initiate or below (haven’t completed Padawan Trials yet).

-5,000 XP if you have no novice boxes in any of the Jedi Disciplines (new Padawan).

-15,000 XP if you have any novice boxes in any Jedi Discipline.

-30,000 XP if you have any level 1 boxes in any Jedi Discipline.

-50,000 XP if you have any level 2 boxes in any Jedi Discipline.

-100,000 XP if you have any level 3 boxes in any Jedi Discipline.

-200,000 XP if you have any level 4 boxes (a full branch) in any Jedi Discipline.

If you use Regain Consciousness you will lose -50,000 Jedi XP (but not the -200K).

If you get rez'd by a doc you do not lose any Jedi XP (unless DB'd by a BH of course).

The cap for negative XP is -10 million and it will not 'decay', so be careful!

The death penalty from Bounty Hunter missions changed in Publish 10.3, it is now calculated as follows:

Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi and Force Sensitive skills. The minimum payout is 25,000 and the maximum (for a Padawan) is 250,000.

If a Jedi is defeated by a BH their payout will default to the minimum (25K) for a few days (3?).

Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi and FS skills (unless they've been killed by a BH recently, then it's the minimum loss). The minimum XP loss is -50,000 and the maximum is -500,000.

This penalty is incurred at the moment the BH deathblows the Jedi, so Cloning and Regain Consciousness penalties still apply as well. (I feel this is a little harsh...)

Jedi do not suffer a death penalty from dying in space (except in the case of Multiplayer Ships as passengers).

BE-enhanced Tailor Clothing: There are two types of BE-enhances that are useful for Jedi, +bleeding defense and +stun/melee defense. You can get these built into various Tailor-made clothing, just remember that the maximum cumulative bonus you can get from each bonus type is +25.

In addition to Robes, Jedi can also wear Belts, Gloves, and some types of Headwear.

Skill Enhancing Attachments (SEA's): Of course Jedi Robes don't have slots, but you can get gloves, headwear, and belts with them so you can add SEA's that would be useful to Jedi in these (see next sub-section).

Skill Enhancing Attachments:

SEA's that are useable by Jedi:

Terrain Negotiation

Melee Defense

Ranged Defense

Bleeding Resistance

Combat Bleeding Defense

Poison Resistance

Disease Resistance

Fire Resistance

Defense vs. Dizzy

Defense vs. Blind

Defense vs. Knockdown

Defense vs. Posture Change (Up)

Defense vs. Posture Change (Down)

Defense vs. Intimidate

Defense vs. Stun

Remember that the maximum bonus allowable from SEA's and BE clothing is +25, any combined amount over that will be ignored.

Also note that Resistances SEA's (eg. Posion Resistance) do not stack on top of other resistances, such as the Force Resists or the Doctor Resistance buffs. Same thing for Defense versus SEA's (eg. Defense vs. Dizzy), they are separate checks from Jedi State Defenses and Force Resist States.

In my opinion, Terrain Negotiation is the most valuable SEA for Jedi, since we have none innately. Melee Defense and then Ranged Defense are useful as well.

Lightsaber Sample Stats:

Lightsaber 4th gen stats (damage fully experimented, 10pts.):

One-hand: 153-257, 4.3

Two-Hand: 191-292, 4.6

Lance: 231-319, 4.9

Lightsaber 3rd gen stats (damage fully experimented, 7pts.):

One-hand: ?

Two-Hand: 181-284, 4.6, 39fc

Lance: 207-297, 4.9, 39fc

So there you have it, if you have any questions, corrections, or have something you'd like to see added please let me know.

KardiaGuild Leader of Republic Liberation Front RLF If you fight one of us you fight all of us!!If you are a rebel Jedi and you need help spell my name backwards and call for aid.If your a rebel and you need help with imps spell my name backwards and call for aid.

Well I'm not a jedi but I guess i'll help out my saying that I looted a color crystal off jinda's in the jinda cave on Endor. It's pretty much empty from what I saw so that might be an ideal place for you to hunt for some crystals.

Well I'm not a jedi but I guess i'll help out my saying that I looted a color crystal off jinda's in the jinda cave on Endor. It's pretty much empty from what I saw so that might be an ideal place for you to hunt for some crystals.

The same thing can be seen (and verified) with the combined effects of ForceArmor2 and LST and JT. Multiplicative, not additive. Everything else (like being able to verify the numbers come out consistantly) aside, it would make -no sense- to have them be additive. MLS/MDefend gives you 45 Jedi Toughness, and 55 Lightsaber Toughness. 100 percent toughness? Oh please. No. 76 toughness (.45*.55)? Yes. And thats how the numbers work out. Add in FA2 (for another 45 toughness)? .45*.55*.55 = .14, or 86 effective toughness (with force cost per hit).

For me, Force use and Force regen is bugged and varies wildly. Some days I can spam 1hand flurry all day long and my Force depletes slowly and regens fast. Other days, my Force depletes rapidly and regens very very slowly. It happens so much, I don't really know which way it is supposed to work.

FYI, the special crystal colors are taken from the games data files (they were posted on these forums shortly after pub 9 went live), no one has found one yet and they likely aren't actually obtainable in the game at this point. I only included them for future reference.

Spidey_C and Trevellian thanks for the crystal drop mobs, I'll add them next update.

Seshemw, simply awesome, thanks! I was wondering exactly how it worked out, now I know I'll be adding this info to the next update.

The same thing can be seen (and verified) with the combined effects of ForceArmor2 and LST and JT. Multiplicative, not additive. Everything else (like being able to verify the numbers come out consistantly) aside, it would make -no sense- to have them be additive. MLS/MDefend gives you 45 Jedi Toughness, and 55 Lightsaber Toughness. 100 percent toughness? Oh please. No. 76 toughness (.45*.55)? Yes. And thats how the numbers work out. Add in FA2 (for another 45 toughness)? .45*.55*.55 = .14, or 86 effective toughness (with force cost per hit).

Oh, sorry about the table unformatting. The bullet points didn't do well cut and paste. End edit)

Message Edited by Seshemw on 07-25-200403:55 AM

While the multiplicative theory is nice and makes sense and prolly confirmed for Armor AP, intimidate, etc I think its a reach to assume the two toughness' from jedi/lightsaber are programmed in the same manor.

My tests on tc2 come out "close"r to my theory than his theory. I'm not saying who is right who is wrong, but I would not automatically assume that he is correct off the bat.

The two things that stick out in my mind for why I'm not ready to embrace the multiplicative theory on jedi/ls toughness is:

1. My actual data/test numbers are closer to the "combined toughness over 60 is halfed" theory... This could be margin of error but my margin is closer =p.

2. If it is multiplicative then what was it BEFORE they nerfed the 2 toughness'? There was definitely a noticed difference when Sony decided to tone down the way the 2 act together... The multiplicative theory does not explain or fit into this.

There is no doubt that before the "toning down" of the 2 toughness they were additive. As masterLS masterD I would go to the nightsister stronghold and easily tank 5+ (weavers, etc) NS COMPLETELY UNBUFFED! There was some hard cap, no doubt, cause I would take some damage (prolly 95% but didnt test this) but it was pretty negligible. I'm saying that when they added the "toned" down part they basically lowered that hard cap from 95 to 80 by saying any toughness over 60 was halved, rather than re-programming it to all of a sudden be multiplicative (makes no sense).